Jump to content
  • Advertisement

fazekaim

Member
  • Content count

    208
  • Joined

  • Last visited

Community Reputation

118 Neutral

About fazekaim

  • Rank
    Member
  1. fazekaim

    question about vbo memory-gpu copy

    the cycle runs 1 times, so it was irrelevant, but you are rigth, it was a code-problem, thanks...
  2. fazekaim

    question about vbo memory-gpu copy

    running an opengl demo, the output is like this: GLE: Category: 0x00000008, MessageID: 0x00830003 A buffer object has been mapped Details: VBO 2, mapped WRITE_ONLY in SYSTEM HEAP (fast) so, there is some difference, but i don't know what could be...
  3. Hello, i render a modell containing 5000 vertexes. i user nvtristrip, and it create a 17000 index array to able to use tri_strip. i render it using vbos. and the nvidia instruction driver's output is: OGLE: Category: 0x00000008, MessageID: 0x00830004 A buffer object has been updated and the changes are being propagated Details: VBO 1, updated in HOST MEMORY OGLE: Category: 0x00000008, MessageID: 0x00830004 A buffer object has been updated and the changes are being propagated Details: VBO 1, updated in VIDEO OGLE: Category: 0x00000008, MessageID: 0x00830005 A buffer object has been configured for use (e.g. memory space selected) Details: VBO 1, sourcing VIDEO it means, that the vbos come from memory and not from vram. How can i happend? my vbo code (PrimitiveGroup come from nvtristrip): protected static int[] getModelIndexBuffers( PrimitiveGroup[] groups, int[] indexShiftings ){ int[] tempArray = new int[1]; int size = 0; for( int k=0; k<tempArray.length; ++k ){ size += groups[k].indices.length * BufferUtils.SIZEOF_SHORT; } gl.glGenBuffers( 1, tempArray, 0 ); gl.glBindBufferARB( GL.GL_ARRAY_BUFFER_ARB, tempArray[0] ); gl.glBufferDataARB( GL.GL_ARRAY_BUFFER_ARB, size, null, GL.GL_STATIC_DRAW_ARB ); int vertexGlobalIndex = 0; ShortBuffer vertexBuffer = gl.glMapBufferARB(GL.GL_ARRAY_BUFFER_ARB, GL.GL_WRITE_ONLY).asShortBuffer(); for( int k=0; k<tempArray.length; ++k ){ indexShiftings[k] = vertexGlobalIndex; int[] indexes = groups[k].indices; for (int i = 0; i < indexes.length; i++ ) { vertexBuffer.put( vertexGlobalIndex++, (short)indexes ); } gl.glUnmapBufferARB(GL.GL_ARRAY_BUFFER_ARB); } gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, 0); return tempArray; } can anyone help me? thanks...
  4. update2: if i don't add a subdivision layer to the surfce, the problem is gone. so, the cause of the problem is probably the subdivision layer, but i don't know why.
  5. update2: if i don't add a subdivision layer to the surfce, the problem is gone. so, the cause of the problem is probably the subdivision layer, but i don't know why.
  6. update: if i don't flip the model in blender, but in my code, the model works fine. i loaded it to 3ds max, and save-it and the problem is still exists... a have no idea what cause the problem...
  7. update: if i don't flip the model in blender, but in my code, the model works fine. i loaded it to 3ds max, and save-it and the problem is still exists... a have no idea what cause the problem...
  8. Hello, i created a wavesurface in beldner, then i flipped it around y-axis. in the renderng code, i turned on the backface culling and the result is: Demo picture using backface culling Demo picture with no backface culling i saveed the model to wavefront obj, and i tested render this wavesurface in every ways (triangles, vbos, triangle_strips using nvtristrip). in blender 2.41, everithing is fine, i can't test there this problem. i created 4-5 models, and the half of them suffer from this problem... has anybody met this problem? Thanks in advance... [Edited by - fazekaim on July 11, 2006 3:20:11 AM]
  9. Hello, i created a wavesurface in beldner, then i flipped it around y-axis. in the renderng code, i turned on the backface culling and the result is: Demo picture using backface culling Demo picture with no backface culling i saveed the model to wavefront obj, and i tested render this wavesurface in every ways (triangles, vbos, triangle_strips using nvtristrip). in blender 2.41, everithing is fine, i can't test there this problem. i created 4-5 models, and the half of them suffer from this problem... has anybody met this problem? Thanks in advance... [Edited by - fazekaim on July 11, 2006 3:20:20 AM]
  10. fazekaim

    early depth rendering

    Thanks guys! Is there any available tutorial about this? My render process: - render scene for water, flipped scene - render scene for shadows, using special projection matrix and color mask is false - render scene for the screen - render scene for a kind of blur effect i thought to able to make the rendering faster using early depth rendering...
  11. fazekaim

    early depth rendering

    Thanks a lot! one other question: can i use the depth values when i draw water (scaling with -1 in y direction) ?
  12. Hello, i read a lot of papers about performance tips using opengl, and "early depth rendering" is talked by in almost all of them. I searched on the google without significant result. Could anybody explain me how to realize early depth rendering? I have several rendering stages: - water - shadow - normal rendering - and a rendering for blur effect i hope i can use this to avoid innecessary depth writing. thanks...
  13. Thanks... Sad to hear that, i thought, it will speed up my rendering :)
  14. Hello, i render my modell now with gl.glEnable( GL.GL_CULL_FACE) and the rendering speedin doesn't speed up at all? Why is that? Or I'm waiting a speed up effect, that doesn't exist? (I'm using indexed VBOs...) Thanks, sorry for my english...
  15. oh, thanks... i read the opengl 2.0 reference, and i realized it too, i can't use compressed texture. Thanks a lot by the way...
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!